*=============================================================================* * Midair - 03-11-01 readme.txt * * Now with customizable stuff! * *=============================================================================* Gameplay Midair is a server side mod for QuakeWorld where players can only be damaged when they are in the air or in water. Damage taken is proportional to your height above normal jumping height, increasing by a factor of 1 every 64 units (which is about the height of a player). Players start with red armour and a rocket launcher, as well as the axe, which has had its damage boosted. As such, all the other little wussy weapons are removed from maps, and all ammo is converted into rockets. Armour of any colour adds to your total, so yellow and green armour are still useful. The amount of health/ammo/armour a player starts with is now customizable by the server, see the 'Setting Up' section below. There are also powerups available which add to the killing power of your rocket launcher. These are: * MultiRocket (looks like a Rocket Launcher) Your RL now fires three rockets in a horizontal spread instead of just one. Requires 3 rockets to fire. * MiniRocket (looks like a SuperNailgun) Rockets you fire will do less damage, but you can fire much more frequently. Each still takes one rocket to fire, so this can chew up your ammo fast - the main benefit is that you can get four or five shots off at a midair target where a normal rl would only give you one or two. * MagnoRocket (looks like a ThunderBolt) Rockets fired from this thing behave similarly to grenades, bouncing off solid objects (including players) and exploding a few seconds after being fired. They don't lose any speed in bouncing though, and any player struck by them will still take full damage, assuming they are in the air. In addition to this, the poor bastard who is hit by one of these rockets will be sucked towards it, and will in all likelihood be flung into the air and drawn into a fiery death when the rocket explodes. Takes 3 rockets to fire. Sort of like a cross between PainKeep's pulse nailgun and gravity well - which is strange cause i had never looked at PainKeep before i thought of this. These powerups are cumulative, but their ammo costs multiply, so MultiMagno rockets require 9 rockets per shot. Add MiniRockets to the mix and you'll think you're hallucinating every time you fire, but it will eat your ammo at an incredible rate. The Powerupped rocket launcher will be selected by default, but if you want to conserve ammo, pressing 7 a second time will switch back to the regular rl. Powerups can be placed explicity in maps (use item_minirocket, item_magnorocket, item_multirocket as you would a quad or pent), but will also spawn wherever there would normally be a SuperNailgun, Rocket Launcher, or ThunderBolt. Setting Up You shouldn't need any new binds to play Midair, but having something handy bound to impulse 7 is probably a good idea, so you can switch between normal/ power rockets with ease. This mod is server side, meaning that you don't need to download any files to play. To run a server, make a new dirctory '/quake/midair' (no quotes), grab qwprogs.dat from our website (listed below), and run your favourite version of qwsv with the argument '+gamedir midair' (no quotes). If you are running a dedicated Midair server, please let us know and we'll add it to the list on our site. If you are running a server and hate the idea of letting HPBs score a few points, you can turn back the clock and play with the Midair settings you know and love, simply by setting localinfo oldschool 1 or localinfo oldschool on When a new map is loaded, the settings will take effect. To change the amount of health, ammo, and armour players start with, use the commands: localinfo startammo localinfo starthealth localinfo startarmor eg localinfo starthealth 75 would have the player statr with 75 health instead of 250. Each of these values is capped at 500, and none can be negative; additionally, health cannot be set to anything less than 50. If an invalid value or nothing at all is entered, the defaults (250h/200a/100r) will be used. Midair also has map cycle functionality as ripped out of the tf soure code. To plagiarise their docs: Create a directory under the quake\midair directory called "qwmcycle". In this directory you can put cfg files that the patch will use. The directory, qwmcycle, can be overridden by setting the "cycledir" or "cd" localinfo keys to an alternative directory. e.g "localinfo cycledir server1" "localinfo cd server1" // Abbreviation Both make the server take it's map cfg files from the midair\server1 directory. Each cfg file should be called "mapX.cfg", where X is the map number in the map loop. E.g. If you wanted to cycle between three maps (2fort_32, storm1, well6), you would make 3 cfg files as follows: map1.cfg which contains the following line: map 2fort_32 map2.cfg which contains the following line: map storm1 map3.cfg which contains the following line: map well6 NOTE! At the end of the list, you _MUST_ create another cfg file, which consists of one line which sets serverinfo n 0. E.g. in the above example, you would also need this: map4.cfg which contains the following line: serverinfo n 0 And last, you must put a map command in your server.cfg file which changes map to the first map in the list, and a serverinfo n 1 to prevent the first map playing twice E.g. in the above example, at the end of your server.cfg you would put: map 2fort_32 serverinfo n 1 There is no limit to the number of maps you can cycle between. You can also use the cfg file to change any server details. Lets say that in the above example, you wanted to only allow 16 players onto storm1, and 32 onto the rest. You would change the following files: map2.cfg would become: maxclients 16 map storm1 map3.cfg would become: maxclients 32 map well6 If you want to make a server rerun the same level over and over again, you will still have to make a map1.cfg that contains a map command, and a map2.cfg that sets serverinfo n 0. N.B. Make sure all the maps in the list are spelt correctly and that they are in your server's map directory. If they're not, the server will crash when it tries to enter the map. N.B. The "n" serverinfo key stores the current map number in the list. If you want to jump around the levels, you can just set the key to (desired level number - 1). e.g. if you wanted to jump to map 3 in the list, enter this: serverinfo n 2 and then end the level. Thanks to TF Software for releasing the source to their mod. This way people can use the map cycle commands they are used to and not worry about learning new ones! (Yes, that's the reason, really! I'm not just a lazy bastard!) Version History 14-09-01 First version. Basic concept of only taking damage in Midair. Filled with bugs like not taking damage in the water (lava racing, anyone?) and taking full damage when you are on the ground but hanging over a ledge. 14-09-01 to 12-10-01 Made some changes, nothing huge, fixed minor bugs as mentioned above. 13-10-01 Powerups added to celebrate Midair's one month anniversary! While the original Midair was a heap of fun, something was lacking. Since there was nothing worth moving around the map for, people were just sitting on their lazy arses until they shot someone or someone shot them. Additionally, skillless HPB's like myself were having their egos bruised by continually winding up with negative scores. The solution: Items worth moving for, and powerups to help the lame! Added Magno, Mini, and MultiRocket powerups, improved armour, and dropped the amount of starting ammo. 3-11-01 Added customizable starting ammo/armour/health values and map cycle stuff *=============================================================================* Credits: Code by: ]KwK[ EvilJim Original idea/Midair map: ]KwK[ dp Midair website: http://www.freewebz.com/midair/ You can also find us idling on irc in #kwk on irc.enterthegame.com *=============================================================================*